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Wednesday, April 29, 2020 - 15:42

The front end actually looks just about perfect to me- it does look a bit strange, yes, but it looks correct for an XM8- at least on the rifle and carbine variants. I'm a little less sure about the uneven spacing of the holes, and the shorter piece on the short carbine variant looks off to me. It might be better to make it more square, like a G36K handguard, even if it's not accurate.

I have mixed feelings about the radius at the front of the receiver; I hated it at first but it's growing on me. In the reference images I'm looking at the magwell is more squarish and rounded differently at the front. The butt also looks a bit flimsy, but looking at reference images it kind of looks flimsy on the real gun too.

If I wasn't looking closely and nitpicking, though, I'd think it was quite a nice piece of pixel art in whatever game I encountered it in.

Tuesday, February 18, 2020 - 15:38

At the bottom of the page

NOTE:This pack is for learning game development only, Commercial use please support author!

The most charitable interpretation is that these are released for free under an alternate educational/personal use only license. Personally, I doubt it.

Sunday, December 3, 2017 - 02:36

Is this CC-BY 3.0 or CC-BY 4.0? You mention CC-BY 4.0 in your attribution notice, but it's listed as CC-BY 3.0.

Saturday, May 27, 2017 - 22:24

I've released an art pack containing (almost) all the art from this game. Most of it is derived from other art from this site, with some new things added in. I may release a separate CC-BY or CC0 pack with some of my original art.

I haven't had time to work on Version 1.1, but I'm hoping that I will at some point and am planning to release it before the end of the summer.

Wednesday, April 26, 2017 - 20:57

gotcha. I'm sure in the future you'll have enemies that use some sort of charge-up ability that does extra damage unless you block it. "The demigorgon is preparing it's power attack!"

I'm probably going to add attack patterns to some enemies. Right now it's random, inherited from Heroine Dusk, but it should be fairly trivial to add. There won't be prompts- you'll have to figure out how an enemy attacks on your own and anticipate its actions.

This is sick dude! I really like the open world type gameplay and RPG mechanics. Keep it up! Are you publishing it anywhere? You should add npc dialouge too. Is it a rougelike? (sorry for so many questions)

It's available for Android on the Play Store, and you can play it online at the link (though it doesn't work quite right on all browsers). I'd classify it as a rogue-lite; it doesn't have procedural generation and isn't as punishing as a roguelike.


I'm hoping to get Version 1.1 with some improvements out next month, as well as some of the art packaged up and released here.

Thursday, April 13, 2017 - 12:23

1. Not in the game itself. You can look at info.js if you're curious. I figured this would be fine, because Heroine Dusk didn't do it either- but Heroine Dusk also avoided random drops and only used the first few tiers in-game.

2. Ranged is slightly more powerful and slightly less accurate than melee. Some enemies are weak to one but not the other, or particularly resistant to one but not the other.

3. To be honest, block isn't terribly useful at this point. It reduces the damage you take, but doesn't deal any damage itself. I'm looking into changes that would make it more useful for the next update.

Wednesday, April 12, 2017 - 18:03

Ascension Adventure 2 is out! Check out the page, grab it on Google Play, or dig through the source code on GitHub.


To be honest, I might move it to a page on my own site. I thought embedding it into itch would be cool, but the game doesn't really work properly in the iframe. I recommend you download the desktop or mobile version instead. I've only built a desktop version for Windows, but I'll provide versions for Linux and macOS if there's demand. Otherwise, it's just nw.js, so you can download the Windows version and provide your own binaries.

Sunday, March 5, 2017 - 16:13

I've been more motivated to work on this lately and I've made pretty good progress on a few features.

I now have "skyboxes". I've actually extended the graphics instead of adding more files, and the game draws the portion corresponding to the cardinal direction. Only one sky background is like this right now and it might stay that way as most of the game will be set underground.

A shop/message. This system is largely unchanged from Heroine Dusk. As you can see, it's looking kind of bland. I wanted to put an image in the middle, and in fact I've actually written the code to do it, but I need to draw up some images first.

Finally, the elevator! This is a big part of Ascension Adventure 2 and a big change from Heroine Dusk gameplay-wise. The game is divided into mostly discrete levels, each one different and more difficult from the last. At the end of each will be a mini-boss of sorts. Defeating them clears the way to the next level and grants you a key for the elevator, allowing you to return to that level at any time or return to the village at the surface. I want to put an image in this screen, too, though I haven't written the code yet.


If the images are blurry, it might be because of postimage or opengameart. I've adjusted my process a bit and it should be better this time.

Monday, January 2, 2017 - 14:43

Currently using this as maybe-placeholder music for the intro of Ascension Adventure 2. I'll let you know if the project goes anywhere.

Thursday, December 1, 2016 - 13:20

If your project is compatible with Modified BSD, you may want to take a look at the version from the Freedoom Project.